Compare commits
No commits in common. "master" and "master" have entirely different histories.
16
.github/workflows/build.yml
vendored
@ -1,16 +0,0 @@
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|||||||
name: build
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||||||
on: [push, pull_request]
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||||||
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jobs:
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luacheck:
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runs-on: ubuntu-latest
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steps:
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- uses: actions/checkout@v2
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- name: Install Luarocks
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run: |
|
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sudo apt-get update -qyy
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sudo apt-get install luarocks -qyy
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- name: Install Luacheck
|
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||||||
run: luarocks install --local luacheck
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||||||
- name: Run Luacheck
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||||||
run: $HOME/.luarocks/bin/luacheck mods
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|
11
.travis.yml
Normal file
@ -0,0 +1,11 @@
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|
language: generic
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||||||
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addons:
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apt:
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packages:
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- luarocks
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before_install:
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- luarocks install --local luacheck
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||||||
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script:
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- $HOME/.luarocks/bin/luacheck ./mods
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notifications:
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email: false
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24
README.md
@ -2,28 +2,30 @@
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|||||||
|
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||||||
The default game bundled in the Minetest engine.
|
The default game bundled in the Minetest engine.
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|
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||||||
For further information, check [this forum topic](https://forum.minetest.net/viewtopic.php?f=15&t=9724).
|
For further information, check
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||||||
|
[this forum topic](https://forum.minetest.net/viewtopic.php?f=15&t=9724).
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||||||
Also see the [Minetest Wiki](https://wiki.minetest.net/Subgames/Minetest_Game) for more information.
|
Also see the [Minetest Wiki](https://wiki.minetest.net/Subgames/Minetest_Game)
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|
for more information.
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|
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## Installation
|
## Installation
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|
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- Unzip the archive, rename the folder to `minetest_game` and
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- Unzip the archive, rename the folder to minetest_game and
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place it in .. `minetest/games/`
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place it in .. minetest/games/
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|
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- GNU/Linux: If you use a system-wide installation place it in `~/.minetest/games/`.
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- GNU/Linux: If you use a system-wide installation place
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|
it in ~/.minetest/games/.
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||||||
|
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||||||
The Minetest engine can be found at [GitHub](https://github.com/minetest/minetest).
|
The Minetest engine can be found at [GitHub](https://github.com/minetest/minetest).
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||||||
|
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||||||
For further information or help, see: [Installing Mods](https://wiki.minetest.net/Installing_Mods).
|
For further information or help, see:
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|
https://wiki.minetest.net/Installing_Mods
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||||||
|
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||||||
## Compatibility
|
## Compatibility
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||||||
|
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The Minetest Game GitHub `master` `HEAD` is generally compatible with the GitHub
|
The Minetest Game GitHub master HEAD is generally compatible with the GitHub
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`master` `HEAD` of the Minetest engine.
|
master HEAD of the Minetest engine.
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|
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||||||
Additionally, when the Minetest engine is tagged to be a certain version (e.g.
|
Additionally, when the Minetest engine is tagged to be a certain version (e.g.
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||||||
`0.4.10`), Minetest Game is tagged with the version, too.
|
0.4.10), Minetest Game is tagged with the version too.
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|
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When stable releases are made, Minetest Game and the Minetest engine is packaged
|
When stable releases are made, Minetest Game and the Minetest engine is packaged
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||||||
and made available at [www.minetest.net](https://www.minetest.net/downloads/).
|
and made available at [www.minetest.net](https://www.minetest.net/downloads/).
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|
@ -1,3 +1,3 @@
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title = Notre Ami Le Cube 1.6
|
name = Notre Ami Le Cube 1.2
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author = Minetest and Sys4
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author = Minetest and Sys4
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description = A basic exploration, mining, crafting, and building, sandbox game with no NPCs, monsters, or animals. Minetest Game is usually used with mods added, and many mods are available for this game. Reliably maintained by Minetest Engine core developers.
|
description = Minetest game slightly modified by Sys4
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|
145
game_api.txt
@ -218,8 +218,6 @@ The doors mod allows modders to register custom doors and trapdoors.
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description = "Door description",
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description = "Door description",
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inventory_image = "mod_door_inv.png",
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inventory_image = "mod_door_inv.png",
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groups = {choppy = 2},
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groups = {choppy = 2},
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model = "mod_door", -- (optional)
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-- Model name without a suffix ("big_door" not "big_door_a.obj", "big_door_b.obj")
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tiles = {"mod_door.png"}, -- UV map.
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tiles = {"mod_door.png"}, -- UV map.
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-- The front and back of the door must be identical in appearence as they swap on
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-- The front and back of the door must be identical in appearence as they swap on
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-- open/close.
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-- open/close.
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@ -227,20 +225,14 @@ The doors mod allows modders to register custom doors and trapdoors.
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sounds = default.node_sound_wood_defaults(), -- optional
|
sounds = default.node_sound_wood_defaults(), -- optional
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sound_open = sound play for open door, -- optional
|
sound_open = sound play for open door, -- optional
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sound_close = sound play for close door, -- optional
|
sound_close = sound play for close door, -- optional
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gain_open = 0.3, -- optional, defaults to 0.3
|
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gain_close = 0.3, -- optional, defaults to 0.3
|
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protected = false, -- If true, only placer can open the door (locked for others)
|
protected = false, -- If true, only placer can open the door (locked for others)
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on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
|
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
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-- optional function containing the on_rightclick callback, defaults to a doors.door_toggle-wrapper
|
-- optional function containing the on_rightclick callback, defaults to a doors.door_toggle-wrapper
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use_texture_alpha = "clip",
|
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||||||
|
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### Trapdoor definition
|
### Trapdoor definition
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|
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description = "Trapdoor description",
|
description = "Trapdoor description",
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inventory_image = "mod_trapdoor_inv.png",
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inventory_image = "mod_trapdoor_inv.png",
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nodebox_closed = {} -- Nodebox for closed model
|
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nodebox_opened = {} -- Nodebox for opened model
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-- (optional) both nodeboxes must be used, not one only
|
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groups = {choppy = 2},
|
groups = {choppy = 2},
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tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
|
tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
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tile_side = "doors_trapdoor_side.png",
|
tile_side = "doors_trapdoor_side.png",
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@ -252,12 +244,11 @@ The doors mod allows modders to register custom doors and trapdoors.
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sounds = default.node_sound_wood_defaults(), -- optional
|
sounds = default.node_sound_wood_defaults(), -- optional
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||||||
sound_open = sound play for open door, -- optional
|
sound_open = sound play for open door, -- optional
|
||||||
sound_close = sound play for close door, -- optional
|
sound_close = sound play for close door, -- optional
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||||||
gain_open = 0.3, -- optional, defaults to 0.3
|
|
||||||
gain_close = 0.3, -- optional, defaults to 0.3
|
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||||||
protected = false, -- If true, only placer can open the door (locked for others)
|
protected = false, -- If true, only placer can open the door (locked for others)
|
||||||
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) ,
|
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
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||||||
|
-- function containing the on_rightclick callback
|
||||||
|
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
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||||||
-- function containing the on_rightclick callback
|
-- function containing the on_rightclick callback
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||||||
use_texture_alpha = "clip",
|
|
||||||
|
|
||||||
### Fence gate definition
|
### Fence gate definition
|
||||||
|
|
||||||
@ -435,83 +426,63 @@ Give Initial Stuff API
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|||||||
^ Adds items to the list of items to be given
|
^ Adds items to the list of items to be given
|
||||||
|
|
||||||
|
|
||||||
Player API
|
Players API
|
||||||
----------
|
-----------
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||||||
|
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||||||
The player API can register player models and update the player's appearance.
|
The player API can register player models and update the player's appearance.
|
||||||
|
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||||||
* `player_api.globalstep(dtime, ...)`
|
|
||||||
* The function called by the globalstep that controls player animations.
|
|
||||||
You can override this to replace the globalstep with your own implementation.
|
|
||||||
* Receives all args that minetest.register_globalstep() passes
|
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||||||
|
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||||||
* `player_api.register_model(name, def)`
|
* `player_api.register_model(name, def)`
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||||||
* Register a new model to be used by players
|
* Register a new model to be used by players
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* `name`: model filename such as "character.x", "foo.b3d", etc.
|
* name: model filename such as "character.x", "foo.b3d", etc.
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||||||
* `def`: see [#Model definition]
|
* def: See [#Model definition]
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||||||
* Saved to player_api.registered_models
|
* saved to player_api.registered_models
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||||||
|
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||||||
* `player_api.registered_models[name]`
|
* `player_api.registered_player_models[name]`
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||||||
* Get a model's definition
|
* Get a model's definition
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||||||
* `name`: model filename
|
* see [#Model definition]
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||||||
* See [#Model definition]
|
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||||||
|
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||||||
* `player_api.set_model(player, model_name)`
|
* `player_api.set_model(player, model_name)`
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||||||
* Change a player's model
|
* Change a player's model
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||||||
* `player`: PlayerRef
|
* `player`: PlayerRef
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||||||
* `model_name`: model registered with `player_api.register_model`
|
* `model_name`: model registered with player_api.register_model()
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||||||
|
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||||||
* `player_api.set_animation(player, anim_name, speed)`
|
* `player_api.set_animation(player, anim_name [, speed])`
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||||||
* Applies an animation to a player if speed or anim_name differ from the currently playing animation
|
* Applies an animation to a player
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||||||
* `player`: PlayerRef
|
* anim_name: name of the animation.
|
||||||
* `anim_name`: name of the animation
|
* speed: frames per second. If nil, default from the model is used
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||||||
* `speed`: keyframes per second. If nil, the default from the model def is used
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||||||
|
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||||||
* `player_api.set_textures(player, textures)`
|
* `player_api.set_textures(player, textures)`
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||||||
* Sets player textures
|
* Sets player textures
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||||||
* `player`: PlayerRef
|
* `player`: PlayerRef
|
||||||
* `textures`: array of textures. If nil, the default from the model def is used
|
* `textures`: array of textures, If `textures` is nil the default
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||||||
|
textures from the model def are used
|
||||||
* `player_api.set_textures(player, index, texture)`
|
|
||||||
* Sets one of the player textures
|
|
||||||
* `player`: PlayerRef
|
|
||||||
* `index`: Index into array of all textures
|
|
||||||
* `texture`: the texture string
|
|
||||||
|
|
||||||
* `player_api.get_animation(player)`
|
* `player_api.get_animation(player)`
|
||||||
* Returns a table containing fields `model`, `textures` and `animation`
|
* Returns a table containing fields `model`, `textures` and `animation`.
|
||||||
* Any of the fields of the returned table may be nil
|
* Any of the fields of the returned table may be nil.
|
||||||
* `player`: PlayerRef
|
* player: PlayerRef
|
||||||
|
|
||||||
* `player_api.player_attached`
|
* `player_api.player_attached`
|
||||||
* A table that maps a player name to a boolean
|
* A table that maps a player name to a boolean.
|
||||||
* If the value for a given player is set to true, the default player animations
|
* If the value for a given player is set to true, the default player
|
||||||
(walking, digging, ...) will no longer be updated, and knockback from damage is
|
animations (walking, digging, ...) will no longer be updated.
|
||||||
prevented for that player
|
Knockback from damage is also prevented for that player.
|
||||||
* Example of usage: A mod sets a player's value to true when attached to a vehicle
|
|
||||||
|
|
||||||
### Model Definition
|
### Model Definition
|
||||||
|
|
||||||
{
|
{
|
||||||
animation_speed = 30, -- Default animation speed, in keyframes per second
|
animation_speed = 30, -- Default animation speed, in FPS.
|
||||||
textures = {"character.png"}, -- Default array of textures
|
textures = {"character.png", }, -- Default array of textures.
|
||||||
|
visual_size = {x = 1, y = 1}, -- Used to scale the model.
|
||||||
animations = {
|
animations = {
|
||||||
-- [anim_name] = {
|
-- <anim_name> = {x = <start_frame>, y = <end_frame>},
|
||||||
-- x = <start_frame>,
|
foo = {x = 0, y = 19},
|
||||||
-- y = <end_frame>,
|
bar = {x = 20, y = 39},
|
||||||
-- collisionbox = <model collisionbox>, -- (optional)
|
-- ...
|
||||||
-- eye_height = <model eye height>, -- (optional)
|
|
||||||
-- -- suspend client side animations while this one is active (optional)
|
|
||||||
-- override_local = <true/false>
|
|
||||||
-- },
|
|
||||||
stand = ..., lay = ..., walk = ..., mine = ..., walk_mine = ..., -- required animations
|
|
||||||
sit = ... -- used by boats and other MTG mods
|
|
||||||
},
|
},
|
||||||
-- Default object properties, see lua_api.txt
|
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
|
||||||
visual_size = {x = 1, y = 1},
|
stepheight = 0.6, -- In nodes
|
||||||
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
|
eye_height = 1.47, -- In nodes above feet position
|
||||||
stepheight = 0.6,
|
|
||||||
eye_height = 1.47
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@ -746,12 +717,6 @@ Stairs API
|
|||||||
The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
|
The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
|
||||||
delivered with Minetest Game, to keep them compatible with other mods.
|
delivered with Minetest Game, to keep them compatible with other mods.
|
||||||
|
|
||||||
The following node attributes are sourced from the recipeitem:
|
|
||||||
* use_texture_alpha
|
|
||||||
* sunlight_propagates
|
|
||||||
* light_source
|
|
||||||
* If the recipeitem is a fuel, the stair/slab is also registered as a fuel of proportionate burntime.
|
|
||||||
|
|
||||||
`stairs.register_stair(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
|
`stairs.register_stair(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
|
||||||
|
|
||||||
* Registers a stair
|
* Registers a stair
|
||||||
@ -798,18 +763,12 @@ The following node attributes are sourced from the recipeitem:
|
|||||||
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
|
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
|
||||||
* `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
|
* `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
|
||||||
|
|
||||||
```
|
`stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds, worldaligntex)`
|
||||||
stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab,
|
|
||||||
sounds, worldaligntex, desc_stair_inner, desc_stair_outer)
|
|
||||||
```
|
|
||||||
|
|
||||||
* A wrapper for stairs.register_stair, stairs.register_slab, stairs.register_stair_inner, stairs.register_stair_outer
|
* A wrapper for stairs.register_stair, stairs.register_slab, stairs.register_stair_inner, stairs.register_stair_outer
|
||||||
* Uses almost the same arguments as stairs.register_stair
|
* Uses almost the same arguments as stairs.register_stair
|
||||||
* `desc_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed unless
|
* `desc_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed
|
||||||
`desc_stair_inner` or `desc_stair_outer` are specified, which are used instead.
|
|
||||||
* `desc_slab`: Description for slab node
|
* `desc_slab`: Description for slab node
|
||||||
* `desc_stair_inner`: Description for inner stair node
|
|
||||||
* `desc_stair_outer`: Description for outer stair node
|
|
||||||
|
|
||||||
|
|
||||||
Xpanes API
|
Xpanes API
|
||||||
@ -1115,33 +1074,3 @@ This function registers a shapeless recipe that takes `ingredient`
|
|||||||
and `result` as input and outputs `result`.
|
and `result` as input and outputs `result`.
|
||||||
|
|
||||||
The metadata of the input `result` is copied to the output `result`.
|
The metadata of the input `result` is copied to the output `result`.
|
||||||
|
|
||||||
|
|
||||||
Log API
|
|
||||||
-------
|
|
||||||
|
|
||||||
Logs action of the player with a node at a certain position.
|
|
||||||
By default only actions of real players are logged.
|
|
||||||
Actions of non-players (usually machines) are logged only when
|
|
||||||
setting `log_non_player_actions` is enabled.
|
|
||||||
A player is considered non-player if `player:is_player()` returns
|
|
||||||
`false` or `player.is_fake_player` is truthy. The use of
|
|
||||||
`is_fake_player` is an unofficial standard between mods.
|
|
||||||
These non-players are marked by the content of `is_fake_player`
|
|
||||||
(if it is a string) or a "*" in brackets after the player name in
|
|
||||||
the log.
|
|
||||||
|
|
||||||
`default.log_player_action(player, ...)`
|
|
||||||
|
|
||||||
* `player` The player who performed the action
|
|
||||||
* `message_parts` Any mumber of message parts describing the action
|
|
||||||
in 3rd person singular present tense. It can also
|
|
||||||
contain a `pos` which is logged as "(X,Y,Z)"
|
|
||||||
|
|
||||||
`default.set_inventory_action_loggers(def, name)`
|
|
||||||
|
|
||||||
* sets the callbacks `on_metadata_inventory_move`,
|
|
||||||
`on_metadata_inventory_put` and `on_metadata_inventory_take`
|
|
||||||
that log corresponding actions
|
|
||||||
* `def` See [Node definition]
|
|
||||||
* `name` Description of the node in the log message
|
|
||||||
|
BIN
menu/header.png
Before Width: | Height: | Size: 935 B After Width: | Height: | Size: 1.9 KiB |
@ -1,76 +0,0 @@
|
|||||||
# This file contains settings of Minetest Game that can be changed in
|
|
||||||
# minetest.conf.
|
|
||||||
# By default, all the settings are commented and not functional.
|
|
||||||
# Uncomment settings by removing the preceding #.
|
|
||||||
|
|
||||||
# Whether creative mode (fast digging of all blocks, unlimited resources) should
|
|
||||||
# be enabled.
|
|
||||||
creative_mode = false
|
|
||||||
|
|
||||||
# Sets the behaviour of the inventory items when a player dies.
|
|
||||||
# bones: Store items in a bone node but drop items if inside protected area.
|
|
||||||
# drop: Drop items on the ground.
|
|
||||||
# keep: Player keeps items.
|
|
||||||
bones_mode = bones
|
|
||||||
|
|
||||||
# The time in seconds after which the bones of a dead player can be looted by
|
|
||||||
# everyone.
|
|
||||||
# 0 to disable.
|
|
||||||
share_bones_time = 1200
|
|
||||||
|
|
||||||
# How much earlier the bones of a dead player can be looted by
|
|
||||||
# everyone if the player dies in a protected area they don't own.
|
|
||||||
# 0 to disable. By default it is "share_bones_time" divide by four.
|
|
||||||
share_bones_time_early = 300
|
|
||||||
|
|
||||||
# Inform player of condition and location of new bones.
|
|
||||||
bones_position_message = true
|
|
||||||
|
|
||||||
# Whether fire should be enabled. If disabled, 'basic_flame' nodes will
|
|
||||||
# disappear.
|
|
||||||
# 'permanent_flame' nodes will remain with either setting.
|
|
||||||
enable_fire = false
|
|
||||||
|
|
||||||
# Enable flame sound.
|
|
||||||
flame_sound = true
|
|
||||||
|
|
||||||
# Whether lavacooling should be enabled.
|
|
||||||
enable_lavacooling = true
|
|
||||||
|
|
||||||
# Whether the stuff in initial_stuff should be given to new players.
|
|
||||||
give_initial_stuff = true
|
|
||||||
initial_stuff = default:axe_wood,default:torch 9,default:sapling 2,default:apple 5
|
|
||||||
|
|
||||||
# Whether the TNT mod should be enabled.
|
|
||||||
enable_tnt = true
|
|
||||||
|
|
||||||
# The radius of a TNT explosion.
|
|
||||||
tnt_radius = 3
|
|
||||||
|
|
||||||
# Enable the stairs mod ABM that replaces the old 'upside down'
|
|
||||||
# stair and slab nodes in old maps with the new param2 versions.
|
|
||||||
enable_stairs_replace_abm = false
|
|
||||||
|
|
||||||
# Whether to allow respawning in beds.
|
|
||||||
# Default value is true.
|
|
||||||
enable_bed_respawn = true
|
|
||||||
|
|
||||||
# Whether players can skip night by sleeping.
|
|
||||||
# Default value is true.
|
|
||||||
enable_bed_night_skip = true
|
|
||||||
|
|
||||||
# If enabled, fences and walls cannot be jumped over.
|
|
||||||
enable_fence_tall = true
|
|
||||||
|
|
||||||
# Whether the engine's spawn search, which does not check for a suitable
|
|
||||||
# starting biome, is used.
|
|
||||||
# Default value is false.
|
|
||||||
engine_spawn = false
|
|
||||||
|
|
||||||
# Whether river water source nodes create flowing sounds.
|
|
||||||
# Helps rivers create more sound, especially on level sections.
|
|
||||||
river_source_sounds = true
|
|
||||||
|
|
||||||
# Enable cloud variation by the 'weather' mod.
|
|
||||||
# Non-functional in V6 or Singlenode mapgens.
|
|
||||||
enable_weather = false
|
|
@ -72,9 +72,6 @@ default:torch 99,default:cobble 99
|
|||||||
# Helps rivers create more sound, especially on level sections.
|
# Helps rivers create more sound, especially on level sections.
|
||||||
#river_source_sounds = false
|
#river_source_sounds = false
|
||||||
|
|
||||||
# Enable cloud and shadow intensity variation by the 'weather' mod.
|
# Enable cloud variation by the 'weather' mod.
|
||||||
# Non-functional in V6 or Singlenode mapgens.
|
# Non-functional in V6 or Singlenode mapgens.
|
||||||
#enable_weather = true
|
#enable_weather = true
|
||||||
|
|
||||||
# If enabled, non-player actions are logged
|
|
||||||
#log_non_player_actions = false
|
|
||||||
|
@ -31,7 +31,6 @@ function beds.register_bed(name, def)
|
|||||||
wield_image = def.wield_image,
|
wield_image = def.wield_image,
|
||||||
drawtype = "nodebox",
|
drawtype = "nodebox",
|
||||||
tiles = def.tiles.bottom,
|
tiles = def.tiles.bottom,
|
||||||
use_texture_alpha = "clip",
|
|
||||||
paramtype = "light",
|
paramtype = "light",
|
||||||
paramtype2 = "facedir",
|
paramtype2 = "facedir",
|
||||||
is_ground_content = false,
|
is_ground_content = false,
|
||||||
@ -96,7 +95,8 @@ function beds.register_bed(name, def)
|
|||||||
minetest.set_node(pos, {name = name .. "_bottom", param2 = dir})
|
minetest.set_node(pos, {name = name .. "_bottom", param2 = dir})
|
||||||
minetest.set_node(botpos, {name = name .. "_top", param2 = dir})
|
minetest.set_node(botpos, {name = name .. "_top", param2 = dir})
|
||||||
|
|
||||||
if not minetest.is_creative_enabled(player_name) then
|
if not (creative and creative.is_enabled_for
|
||||||
|
and creative.is_enabled_for(player_name)) then
|
||||||
itemstack:take_item()
|
itemstack:take_item()
|
||||||
end
|
end
|
||||||
return itemstack
|
return itemstack
|
||||||
@ -151,13 +151,11 @@ function beds.register_bed(name, def)
|
|||||||
minetest.register_node(name .. "_top", {
|
minetest.register_node(name .. "_top", {
|
||||||
drawtype = "nodebox",
|
drawtype = "nodebox",
|
||||||
tiles = def.tiles.top,
|
tiles = def.tiles.top,
|
||||||
use_texture_alpha = "clip",
|
|
||||||
paramtype = "light",
|
paramtype = "light",
|
||||||
paramtype2 = "facedir",
|
paramtype2 = "facedir",
|
||||||
is_ground_content = false,
|
is_ground_content = false,
|
||||||
pointable = false,
|
pointable = false,
|
||||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2,
|
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2},
|
||||||
not_in_creative_inventory = 1},
|
|
||||||
sounds = def.sounds or default.node_sound_wood_defaults(),
|
sounds = def.sounds or default.node_sound_wood_defaults(),
|
||||||
drop = name .. "_bottom",
|
drop = name .. "_bottom",
|
||||||
node_box = {
|
node_box = {
|
||||||
|
@ -60,62 +60,33 @@ local function lay_down(player, pos, bed_pos, state, skip)
|
|||||||
|
|
||||||
-- stand up
|
-- stand up
|
||||||
if state ~= nil and not state then
|
if state ~= nil and not state then
|
||||||
if not beds.player[name] then
|
local p = beds.pos[name] or nil
|
||||||
-- player not in bed, do nothing
|
beds.player[name] = nil
|
||||||
return false
|
|
||||||
end
|
|
||||||
beds.bed_position[name] = nil
|
beds.bed_position[name] = nil
|
||||||
-- skip here to prevent sending player specific changes (used for leaving players)
|
-- skip here to prevent sending player specific changes (used for leaving players)
|
||||||
if skip then
|
if skip then
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
player:set_pos(beds.pos[name])
|
if p then
|
||||||
|
player:set_pos(p)
|
||||||
|
end
|
||||||
|
|
||||||
-- physics, eye_offset, etc
|
-- physics, eye_offset, etc
|
||||||
local physics_override = beds.player[name].physics_override
|
|
||||||
beds.player[name] = nil
|
|
||||||
player:set_physics_override({
|
|
||||||
speed = physics_override.speed,
|
|
||||||
jump = physics_override.jump,
|
|
||||||
gravity = physics_override.gravity
|
|
||||||
})
|
|
||||||
player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
|
player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
|
||||||
player:set_look_horizontal(math.random(1, 180) / 100)
|
player:set_look_horizontal(math.random(1, 180) / 100)
|
||||||
player_api.player_attached[name] = false
|
player_api.player_attached[name] = false
|
||||||
|
player:set_physics_override(1, 1, 1)
|
||||||
hud_flags.wielditem = true
|
hud_flags.wielditem = true
|
||||||
player_api.set_animation(player, "stand" , 30)
|
player_api.set_animation(player, "stand" , 30)
|
||||||
|
|
||||||
-- lay down
|
-- lay down
|
||||||
else
|
else
|
||||||
|
|
||||||
-- Check if bed is occupied
|
|
||||||
for _, other_pos in pairs(beds.bed_position) do
|
|
||||||
if vector.distance(bed_pos, other_pos) < 0.1 then
|
|
||||||
minetest.chat_send_player(name, S("This bed is already occupied!"))
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Check if player is moving
|
|
||||||
if vector.length(player:get_velocity()) > 0.001 then
|
|
||||||
minetest.chat_send_player(name, S("You have to stop moving before going to bed!"))
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Check if player is attached to an object
|
|
||||||
if player:get_attach() then
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
|
|
||||||
if beds.player[name] then
|
|
||||||
-- player already in bed, do nothing
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
|
|
||||||
beds.pos[name] = pos
|
beds.pos[name] = pos
|
||||||
beds.bed_position[name] = bed_pos
|
beds.bed_position[name] = bed_pos
|
||||||
beds.player[name] = {physics_override = player:get_physics_override()}
|
beds.player[name] = 1
|
||||||
|
|
||||||
|
-- physics, eye_offset, etc
|
||||||
|
player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0})
|
||||||
local yaw, param2 = get_look_yaw(bed_pos)
|
local yaw, param2 = get_look_yaw(bed_pos)
|
||||||
player:set_look_horizontal(yaw)
|
player:set_look_horizontal(yaw)
|
||||||
local dir = minetest.facedir_to_dir(param2)
|
local dir = minetest.facedir_to_dir(param2)
|
||||||
@ -126,7 +97,7 @@ local function lay_down(player, pos, bed_pos, state, skip)
|
|||||||
y = bed_pos.y + 0.07,
|
y = bed_pos.y + 0.07,
|
||||||
z = bed_pos.z + dir.z / 2
|
z = bed_pos.z + dir.z / 2
|
||||||
}
|
}
|
||||||
player:set_physics_override({speed = 0, jump = 0, gravity = 0})
|
player:set_physics_override(0, 0, 0)
|
||||||
player:set_pos(p)
|
player:set_pos(p)
|
||||||
player_api.player_attached[name] = true
|
player_api.player_attached[name] = true
|
||||||
hud_flags.wielditem = false
|
hud_flags.wielditem = false
|
||||||
@ -259,19 +230,6 @@ minetest.register_on_leaveplayer(function(player)
|
|||||||
end
|
end
|
||||||
end)
|
end)
|
||||||
|
|
||||||
minetest.register_on_dieplayer(function(player)
|
|
||||||
local name = player:get_player_name()
|
|
||||||
local in_bed = beds.player
|
|
||||||
local pos = player:get_pos()
|
|
||||||
local yaw = get_look_yaw(pos)
|
|
||||||
|
|
||||||
if in_bed[name] then
|
|
||||||
lay_down(player, nil, pos, false)
|
|
||||||
player:set_look_horizontal(yaw)
|
|
||||||
player:set_pos(pos)
|
|
||||||
end
|
|
||||||
end)
|
|
||||||
|
|
||||||
minetest.register_on_player_receive_fields(function(player, formname, fields)
|
minetest.register_on_player_receive_fields(function(player, formname, fields)
|
||||||
if formname ~= "beds_form" then
|
if formname ~= "beds_form" then
|
||||||
return
|
return
|
||||||
|
@ -1,10 +1,8 @@
|
|||||||
# textdomain: beds
|
# textdomain: beds
|
||||||
Fancy Bed=Schickes Bett
|
Fancy Bed=Schickes Bett
|
||||||
Simple Bed=Schlichtes Bett
|
Simple Bed=Schlichtes Bett
|
||||||
This bed is already occupied!=Dieses Bett ist bereits belegt!
|
Leave Bed=Bett verlassen
|
||||||
You have to stop moving before going to bed!=Sie müssen stehen bleiben, bevor Sie zu Bett gehen können!
|
|
||||||
Good morning.=Guten Morgen.
|
Good morning.=Guten Morgen.
|
||||||
@1 of @2 players are in bed=@1 von @2 Spielern sind im Bett
|
@1 of @2 players are in bed=@1 von @2 Spielern sind im Bett
|
||||||
Force night skip=Überspringen der Nacht erzwingen
|
Force night skip=Überspringen der Nacht erzwingen
|
||||||
You can only sleep at night.=Sie können nur nachts schlafen.
|
You can only sleep at night.=Sie können nur nachts schlafen.
|
||||||
Leave Bed=Bett verlassen
|
|
||||||
|
@ -1,10 +0,0 @@
|
|||||||
# textdomain: beds
|
|
||||||
Fancy Bed=Luksa Lito
|
|
||||||
Simple Bed=Simpla Lito
|
|
||||||
This bed is already occupied!=Tiu lito jam estas okupata!
|
|
||||||
You have to stop moving before going to bed!=Vi ĉesu moviĝi por enlitiĝi!
|
|
||||||
Good morning.=Bonan matenon.
|
|
||||||
@1 of @2 players are in bed=@1 el @2 ludantoj estas en lito
|
|
||||||
Force night skip=Devigi noktan salton
|
|
||||||
You can only sleep at night.=Vi povas dormi nur nokte.
|
|
||||||
Leave Bed=Ellitiĝi
|
|
@ -1,10 +1,8 @@
|
|||||||
# textdomain: beds
|
# textdomain: beds
|
||||||
Fancy Bed=Cama de lujo
|
Fancy Bed=Cama de lujo
|
||||||
Simple Bed=Cama sencilla
|
Simple Bed=Cama sencilla
|
||||||
This bed is already occupied!=Esta cama esta ocupada
|
Leave Bed=Abandonar cama
|
||||||
You have to stop moving before going to bed!=Deja de moverte o no podras acostarte
|
|
||||||
Good morning.=Buenos días.
|
Good morning.=Buenos días.
|
||||||
@1 of @2 players are in bed=@1 de @2 jugadores están durmiendo
|
@1 of @2 players are in bed=@1 de @2 jugadores están en cama
|
||||||
Force night skip=Forzar hacer de dia
|
Force night skip=Forzar evitar noche
|
||||||
You can only sleep at night.=Sólo puedes dormir por la noche.
|
You can only sleep at night.=Sólo puedes dormir por la noche.
|
||||||
Leave Bed=Levantarse
|
|
||||||
|
@ -1,10 +1,8 @@
|
|||||||
# textdomain: beds
|
# textdomain: beds
|
||||||
Fancy Bed=Lit chic
|
Fancy Bed=Lit chic
|
||||||
Simple Bed=Lit simple
|
Simple Bed=Lit simple
|
||||||
This bed is already occupied!=Ce lit est déjà occupé !
|
Leave Bed=Se lever du lit
|
||||||
You have to stop moving before going to bed!=Vous devez arrêter de bouger avant de vous coucher !
|
|
||||||
Good morning.=Bonjour.
|
Good morning.=Bonjour.
|
||||||
@1 of @2 players are in bed=@1 joueur(s) sur @2 sont au lit
|
@1 of @2 players are in bed=@1 joueur(s) sur @2 sont au lit
|
||||||
Force night skip=Forcer le passage de la nuit
|
Force night skip=Forcer le passage de la nuit
|
||||||
You can only sleep at night.=Vous ne pouvez dormir que la nuit.
|
You can only sleep at night.=Vous ne pouvez dormir que la nuit.
|
||||||
Leave Bed=Se lever du lit
|
|
||||||
|
@ -1,10 +1,8 @@
|
|||||||
# textdomain: beds
|
# textdomain: beds
|
||||||
Fancy Bed=Ranjang Mewah
|
Leave Bed=Tinggalkan Dipan
|
||||||
Simple Bed=Ranjang Sederhana
|
|
||||||
This bed is already occupied!=
|
|
||||||
You have to stop moving before going to bed!=
|
|
||||||
Good morning.=Selamat pagi.
|
Good morning.=Selamat pagi.
|
||||||
@1 of @2 players are in bed=@1 dari @2 pemain sedang tidur
|
@1 of @2 players are in bed=@1 dari @2 pemain sedang tidur
|
||||||
Force night skip=Paksa lewati malam
|
Force night skip=Paksa lewati malam
|
||||||
You can only sleep at night.=Anda hanya dapat tidur pada waktu malam.
|
You can only sleep at night.=Anda hanya boleh tidur pada waktu malam.
|
||||||
Leave Bed=Tinggalkan Ranjang
|
Fancy Bed=Dipan Mewah
|
||||||
|
Simple Bed=Dipan Sederhana
|
||||||
|
@ -1,10 +1,4 @@
|
|||||||
# textdomain: beds
|
# textdomain: beds
|
||||||
Fancy Bed=Letto decorato
|
Fancy Bed=Letto decorato
|
||||||
Simple Bed=Letto semplice
|
Simple Bed=Letto semplice
|
||||||
This bed is already occupied!=
|
|
||||||
You have to stop moving before going to bed!=
|
|
||||||
Good morning.=
|
|
||||||
@1 of @2 players are in bed=
|
|
||||||
Force night skip=
|
|
||||||
You can only sleep at night.=
|
|
||||||
Leave Bed=Alzati dal letto
|
Leave Bed=Alzati dal letto
|
@ -1,10 +0,0 @@
|
|||||||
# textdomain: beds
|
|
||||||
Fancy Bed=ファンシーなベッド
|
|
||||||
Simple Bed=シンプルなベッド
|
|
||||||
This bed is already occupied!=ベッドはすでに使われています!
|
|
||||||
You have to stop moving before going to bed!=寝るときは動かないでください!
|
|
||||||
Good morning.=おはようございます。
|
|
||||||
@1 of @2 players are in bed=ベッドに@1 / @2人います
|
|
||||||
Force night skip=強制的に夜をスキップします
|
|
||||||
You can only sleep at night.=夜しか寝れません。
|
|
||||||
Leave Bed=ベッドから出ます
|
|
@ -1,10 +0,0 @@
|
|||||||
# textdomain: beds
|
|
||||||
Fancy Bed=lo selja'i ckana
|
|
||||||
Simple Bed=lo sampu ckana
|
|
||||||
This bed is already occupied!=.i lo ti ckana cu canlu
|
|
||||||
You have to stop moving before going to bed!=lo nu do cando cu sarcu lo nu do sipna
|
|
||||||
Good morning.=.i .uise'inai cerni
|
|
||||||
@1 of @2 players are in bed=.i @1 cmima be lu'i @2 le pilno cu vreta lo ckana
|
|
||||||
Force night skip=bapli le nu co'u nicte
|
|
||||||
You can only sleep at night.=.i steci le ka nicte kei fa le ka do kakne le ka sipna ca pa ckaji be ce'u
|
|
||||||
Leave Bed=cliva lo ckana
|
|
@ -1,10 +1,8 @@
|
|||||||
# textdomain: beds
|
# textdomain: beds
|
||||||
Fancy Bed=Katil Beragam
|
Fancy Bed=Katil Beragam
|
||||||
Simple Bed=Katil Biasa
|
Simple Bed=Katil Biasa
|
||||||
This bed is already occupied!=
|
Leave Bed=Bangun
|
||||||
You have to stop moving before going to bed!=
|
|
||||||
Good morning.=Selamat pagi.
|
Good morning.=Selamat pagi.
|
||||||
@1 of @2 players are in bed=@1 daripada @2 pemain sedang tidur
|
@1 of @2 players are in bed=@1 daripada @2 pemain sedang tidur
|
||||||
Force night skip=Paksa langkau malam
|
Force night skip=Paksa langkau malam
|
||||||
You can only sleep at night.=Anda hanya boleh tidur pada waktu malam.
|
You can only sleep at night.=Anda hanya boleh tidur pada waktu malam.
|
||||||
Leave Bed=Bangun
|
|
||||||
|
@ -1,10 +0,0 @@
|
|||||||
# textdomain: beds
|
|
||||||
Fancy Bed=Fantazyjne łóżko
|
|
||||||
Simple Bed=Proste łóżko
|
|
||||||
This bed is already occupied!=To łóżko jest już zajęte!
|
|
||||||
You have to stop moving before going to bed!=Musisz się zatrzymać aby wejść do łóżka
|
|
||||||
Good morning.=Dzień dobry.
|
|
||||||
@1 of @2 players are in bed=@1 z @2 graczy śpią
|
|
||||||
Force night skip=Wymuś pominięcie nocy
|
|
||||||
You can only sleep at night.=Możesz spać tylko w nocy.
|
|
||||||
Leave Bed=Opuść łóżko
|
|
@ -1,10 +0,0 @@
|
|||||||
# textdomain: beds
|
|
||||||
Fancy Bed=Cama Bonita
|
|
||||||
Simple Bed=Cama Simples
|
|
||||||
This bed is already occupied!=Esta cama já está ocupada!
|
|
||||||
You have to stop moving before going to bed!=Você precisa parar de se mover antes de ir para cama!
|
|
||||||
Good morning.=Bom dia.
|
|
||||||
@1 of @2 players are in bed=@1 de @2 jogadores estão na cama
|
|
||||||
Force night skip=Forçar o amanhecer
|
|
||||||
You can only sleep at night.=Você só pode dormir à noite
|
|
||||||
Leave Bed=Sair da Cama
|
|
@ -1,10 +1,8 @@
|
|||||||
# textdomain: beds
|
# textdomain: beds
|
||||||
Fancy Bed=Детализированная Кровать
|
Fancy Bed=Детализированная Кровать
|
||||||
Simple Bed=Обычная Кровать
|
Simple Bed=Обычная Кровать
|
||||||
This bed is already occupied!=Эта кровать уже занята!
|
Leave Bed=Встать с кровати
|
||||||
You have to stop moving before going to bed!=Нельзя воспользоваться кроватью на ходу!
|
|
||||||
Good morning.=Доброе утро.
|
Good morning.=Доброе утро.
|
||||||
@1 of @2 players are in bed=@1 из @2 игроков в кровати
|
@1 of @2 players are in bed=@1 из @2 игроков в кровати
|
||||||
Force night skip=Пропустить ночь
|
Force night skip=Пропустить ночь
|
||||||
You can only sleep at night.=Вы можете спать только ночью.
|
You can only sleep at night.=Вы можете спать только ночью.
|
||||||
Leave Bed=Встать с кровати
|
|
||||||
|
8
mods/beds/locale/beds.se.tr
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
# textdomain: beds
|
||||||
|
Fancy Bed=Fin säng
|
||||||
|
Simple Bed=Enkel Säng
|
||||||
|
Leave Bed=Lämna Säng
|
||||||
|
Good morning.= God morgon.
|
||||||
|
@1 of @2 players are in bed=@1 av @2 spelar försöker sover.
|
||||||
|
Force night skip=Tvinga över natten
|
||||||
|
You can only sleep at night.=Du kan bara sova på natten.
|
@ -1,10 +0,0 @@
|
|||||||
# textdomain: beds
|
|
||||||
Fancy Bed=Pekná posteľ
|
|
||||||
Simple Bed=Jednoduchá posteľ
|
|
||||||
This bed is already occupied!=Táto posteľ je už obsadená
|
|
||||||
You have to stop moving before going to bed!=Predtým ako si ľahneš do postele, sa musíš prestať pohybovať!
|
|
||||||
Good morning.=Dobré ráno.
|
|
||||||
@1 of @2 players are in bed=@1 z @2 hráčov sú v posteli
|
|
||||||
Force night skip=Nútene preskočiť noc
|
|
||||||
You can only sleep at night.=Môžeš spať len v noci.
|
|
||||||
Leave Bed=Opusti posteľ
|
|
@ -1,10 +0,0 @@
|
|||||||
# textdomain: beds
|
|
||||||
Fancy Bed=Fin säng
|
|
||||||
Simple Bed=Enkel säng
|
|
||||||
This bed is already occupied!=Den här sängen används redan!
|
|
||||||
You have to stop moving before going to bed!=Du måste stanna innan du kan lägga dig!
|
|
||||||
Good morning.=God morgon.
|
|
||||||
@1 of @2 players are in bed=@1 av @2 spelare försöker sova.
|
|
||||||
Force night skip=Tvinga att hoppa över natt
|
|
||||||
You can only sleep at night.=Du kan bara sova på natten.
|
|
||||||
Leave Bed=Lämna säng
|
|
@ -1,10 +0,0 @@
|
|||||||
# textdomain: beds
|
|
||||||
Fancy Bed=Деталізована Постіль
|
|
||||||
Simple Bed=Звичайна Постіль
|
|
||||||
This bed is already occupied!=Ця постіль вже зайнята!
|
|
||||||
You have to stop moving before going to bed!=Не можна скористатись постіллю на ходу!
|
|
||||||
Good morning.=Доброго ранку.
|
|
||||||
@1 of @2 players are in bed=@1 з @2 гравців в ліжку
|
|
||||||
Force night skip=Пропустити ніч
|
|
||||||
You can only sleep at night.=Ви можете спати тільки вночі.
|
|
||||||
Leave Bed=Встати з ліжка
|
|
@ -1,10 +1,8 @@
|
|||||||
# textdomain: beds
|
# textdomain: beds
|
||||||
Fancy Bed=花式床
|
Fancy Bed=花式床
|
||||||
Simple Bed=简易床
|
Simple Bed=简易床
|
||||||
This bed is already occupied!=床上已有人!
|
Leave Bed=离开床
|
||||||
You have to stop moving before going to bed!=上床前要停止移动!
|
|
||||||
Good morning.=早安!
|
Good morning.=早安!
|
||||||
@1 of @2 players are in bed=@2位玩家中的@1位在床上
|
@1 of @2 players are in bed=@2位玩家中的@1位在床上
|
||||||
Force night skip=强制跳过夜晚
|
Force night skip=强制跳过夜晚
|
||||||
You can only sleep at night.=你只能在晚上睡觉。
|
You can only sleep at night.=你只能在晚上睡觉。
|
||||||
Leave Bed=离开床
|
|
||||||
|
@ -1,10 +1,9 @@
|
|||||||
# textdomain: beds
|
# textdomain: beds
|
||||||
Fancy Bed=花式床
|
Fancy Bed=花式床
|
||||||
Simple Bed=簡易床
|
Simple Bed=簡易床
|
||||||
This bed is already occupied!=
|
Leave Bed=離開床
|
||||||
You have to stop moving before going to bed!=
|
|
||||||
Good morning.=早安!
|
Good morning.=早安!
|
||||||
@1 of @2 players are in bed=@2位玩家中的@1位在床上
|
@1 of @2 players are in bed=@2位玩家中的@1位在床上
|
||||||
Force night skip=強制跳過夜晚
|
Force night skip=強制跳過夜晚
|
||||||
You can only sleep at night.=你只能在晚上睡覺。
|
You can only sleep at night.=你只能在晚上睡覺。
|
||||||
Leave Bed=離開床
|
|
||||||
|
@ -1,10 +1,8 @@
|
|||||||
# textdomain: beds
|
# textdomain: beds
|
||||||
Fancy Bed=
|
Leave Bed=
|
||||||
Simple Bed=
|
|
||||||
This bed is already occupied!=
|
|
||||||
You have to stop moving before going to bed!=
|
|
||||||
Good morning.=
|
Good morning.=
|
||||||
@1 of @2 players are in bed=
|
@1 of @2 players are in bed=
|
||||||
Force night skip=
|
Force night skip=
|
||||||
You can only sleep at night.=
|
You can only sleep at night.=
|
||||||
Leave Bed=
|
Fancy Bed=
|
||||||
|
Simple Bed=
|
||||||
|
Before Width: | Height: | Size: 490 B After Width: | Height: | Size: 540 B |
Before Width: | Height: | Size: 486 B After Width: | Height: | Size: 537 B |
Before Width: | Height: | Size: 340 B After Width: | Height: | Size: 390 B |
Before Width: | Height: | Size: 343 B After Width: | Height: | Size: 387 B |
Before Width: | Height: | Size: 248 B After Width: | Height: | Size: 296 B |
Before Width: | Height: | Size: 265 B After Width: | Height: | Size: 316 B |
Before Width: | Height: | Size: 431 B After Width: | Height: | Size: 561 B |
Before Width: | Height: | Size: 427 B After Width: | Height: | Size: 537 B |
Before Width: | Height: | Size: 464 B After Width: | Height: | Size: 611 B |
Before Width: | Height: | Size: 446 B After Width: | Height: | Size: 596 B |
Before Width: | Height: | Size: 474 B After Width: | Height: | Size: 583 B |
Before Width: | Height: | Size: 547 B After Width: | Height: | Size: 616 B |
Before Width: | Height: | Size: 425 B After Width: | Height: | Size: 495 B |
Before Width: | Height: | Size: 490 B After Width: | Height: | Size: 556 B |
Before Width: | Height: | Size: 251 B After Width: | Height: | Size: 304 B |
Before Width: | Height: | Size: 83 B After Width: | Height: | Size: 143 B |
@ -8,16 +8,25 @@ binoculars = {}
|
|||||||
local S = minetest.get_translator("binoculars")
|
local S = minetest.get_translator("binoculars")
|
||||||
|
|
||||||
|
|
||||||
|
-- Detect creative mod
|
||||||
|
local creative_mod = minetest.get_modpath("creative")
|
||||||
|
-- Cache creative mode setting as fallback if creative mod not present
|
||||||
|
local creative_mode_cache = minetest.settings:get_bool("creative_mode")
|
||||||
|
|
||||||
|
|
||||||
-- Update player property
|
-- Update player property
|
||||||
-- Global to allow overriding
|
-- Global to allow overriding
|
||||||
|
|
||||||
function binoculars.update_player_property(player)
|
function binoculars.update_player_property(player)
|
||||||
|
local creative_enabled =
|
||||||
|
(creative_mod and creative.is_enabled_for(player:get_player_name())) or
|
||||||
|
creative_mode_cache
|
||||||
local new_zoom_fov = 0
|
local new_zoom_fov = 0
|
||||||
|
|
||||||
if player:get_inventory():contains_item(
|
if player:get_inventory():contains_item(
|
||||||
"main", "binoculars:binoculars") then
|
"main", "binoculars:binoculars") then
|
||||||
new_zoom_fov = 10
|
new_zoom_fov = 10
|
||||||
elseif minetest.is_creative_enabled(player:get_player_name()) then
|
elseif creative_enabled then
|
||||||
new_zoom_fov = 15
|
new_zoom_fov = 15
|
||||||
end
|
end
|
||||||
|
|
||||||
@ -53,7 +62,6 @@ minetest.register_craftitem("binoculars:binoculars", {
|
|||||||
description = S("Binoculars") .. "\n" .. S("Use with 'Zoom' key"),
|
description = S("Binoculars") .. "\n" .. S("Use with 'Zoom' key"),
|
||||||
inventory_image = "binoculars_binoculars.png",
|
inventory_image = "binoculars_binoculars.png",
|
||||||
stack_max = 1,
|
stack_max = 1,
|
||||||
groups = {tool = 1},
|
|
||||||
|
|
||||||
on_use = function(itemstack, user, pointed_thing)
|
on_use = function(itemstack, user, pointed_thing)
|
||||||
binoculars.update_player_property(user)
|
binoculars.update_player_property(user)
|
||||||
|
@ -1,3 +0,0 @@
|
|||||||
# textdomain: binoculars
|
|
||||||
Binoculars=Binoklo
|
|
||||||
Use with 'Zoom' key=Uzi per 'Zomo' klavo
|
|
@ -1,3 +1,3 @@
|
|||||||
# textdomain: binoculars
|
# textdomain: binoculars
|
||||||
Binoculars=Teropong
|
Binoculars=Binokular
|
||||||
Use with 'Zoom' key=Pakai dengan tombol 'Zoom'
|
Use with 'Zoom' key=Pakai dengan tombol 'Zum'
|
||||||
|
@ -1,3 +0,0 @@
|
|||||||
# textdomain: binoculars
|
|
||||||
Binoculars=双眼鏡
|
|
||||||
Use with 'Zoom' key=ズームキーで使います
|
|
@ -1,3 +0,0 @@
|
|||||||
# textdomain: binoculars
|
|
||||||
Binoculars=lo reldarvistci
|
|
||||||
Use with 'Zoom' key=.i tu'a le jvinu banro batke cu tadji lo nu pilno
|
|
@ -1,3 +0,0 @@
|
|||||||
# textdomain: binoculars
|
|
||||||
Binoculars=Lornetka
|
|
||||||
Use with 'Zoom' key=Aby użyć naciśnij 'Zoom'
|
|
@ -1,3 +0,0 @@
|
|||||||
# textdomain: binoculars
|
|
||||||
Binoculars=Binóculos
|
|
||||||
Use with 'Zoom' key=Use com a tecla de 'Zoom'
|
|
3
mods/binoculars/locale/binoculars.se.tr
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
# textdomain: binoculars
|
||||||
|
Binoculars=Kikare
|
||||||
|
Use with 'Zoom' key=Används med 'Zoom' knappen
|
@ -1,3 +0,0 @@
|
|||||||
# textdomain: binoculars
|
|
||||||
Binoculars=Ďalekohľad
|
|
||||||
Use with 'Zoom' key=Použi s klávesou "Priblíž"
|
|
@ -1,3 +0,0 @@
|
|||||||
# textdomain: binoculars
|
|
||||||
Binoculars=Kikare
|
|
||||||
Use with 'Zoom' key=Använd med 'Zoom'-knappen
|
|
@ -1,3 +0,0 @@
|
|||||||
# textdomain: binoculars
|
|
||||||
Binoculars=Бінокль
|
|
||||||
Use with 'Zoom' key=Використовується з правами 'Zoom'
|
|
@ -1,3 +1,4 @@
|
|||||||
name = binoculars
|
name = binoculars
|
||||||
description = Minetest Game mod: binoculars
|
description = Minetest Game mod: binoculars
|
||||||
depends = default
|
depends = default
|
||||||
|
optional_depends = creative
|
||||||
|
@ -53,9 +53,10 @@ function boat.on_rightclick(self, clicker)
|
|||||||
end
|
end
|
||||||
local name = clicker:get_player_name()
|
local name = clicker:get_player_name()
|
||||||
if self.driver and name == self.driver then
|
if self.driver and name == self.driver then
|
||||||
-- Cleanup happens in boat.on_detach_child
|
self.driver = nil
|
||||||
|
self.auto = false
|
||||||
clicker:set_detach()
|
clicker:set_detach()
|
||||||
|
player_api.player_attached[name] = false
|
||||||
player_api.set_animation(clicker, "stand" , 30)
|
player_api.set_animation(clicker, "stand" , 30)
|
||||||
local pos = clicker:get_pos()
|
local pos = clicker:get_pos()
|
||||||
pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
|
pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
|
||||||
@ -63,12 +64,18 @@ function boat.on_rightclick(self, clicker)
|
|||||||
clicker:set_pos(pos)
|
clicker:set_pos(pos)
|
||||||
end)
|
end)
|
||||||
elseif not self.driver then
|
elseif not self.driver then
|
||||||
|
local attach = clicker:get_attach()
|
||||||
|
if attach and attach:get_luaentity() then
|
||||||
|
local luaentity = attach:get_luaentity()
|
||||||
|
if luaentity.driver then
|
||||||
|
luaentity.driver = nil
|
||||||
|
end
|
||||||
|
clicker:set_detach()
|
||||||
|
end
|
||||||
|
self.driver = name
|
||||||
clicker:set_attach(self.object, "",
|
clicker:set_attach(self.object, "",
|
||||||
{x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0})
|
{x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0})
|
||||||
|
|
||||||
self.driver = name
|
|
||||||
player_api.player_attached[name] = true
|
player_api.player_attached[name] = true
|
||||||
|
|
||||||
minetest.after(0.2, function()
|
minetest.after(0.2, function()
|
||||||
player_api.set_animation(clicker, "sit" , 30)
|
player_api.set_animation(clicker, "sit" , 30)
|
||||||
end)
|
end)
|
||||||
@ -79,13 +86,9 @@ end
|
|||||||
|
|
||||||
-- If driver leaves server while driving boat
|
-- If driver leaves server while driving boat
|
||||||
function boat.on_detach_child(self, child)
|
function boat.on_detach_child(self, child)
|
||||||
if child and child:get_player_name() == self.driver then
|
|
||||||
player_api.player_attached[child:get_player_name()] = false
|
|
||||||
|
|
||||||
self.driver = nil
|
self.driver = nil
|
||||||
self.auto = false
|
self.auto = false
|
||||||
end
|
end
|
||||||
end
|
|
||||||
|
|
||||||
|
|
||||||
function boat.on_activate(self, staticdata, dtime_s)
|
function boat.on_activate(self, staticdata, dtime_s)
|
||||||
@ -116,7 +119,8 @@ function boat.on_punch(self, puncher)
|
|||||||
if not self.driver then
|
if not self.driver then
|
||||||
self.removed = true
|
self.removed = true
|
||||||
local inv = puncher:get_inventory()
|
local inv = puncher:get_inventory()
|
||||||
if not minetest.is_creative_enabled(name)
|
if not (creative and creative.is_enabled_for
|
||||||
|
and creative.is_enabled_for(name))
|
||||||
or not inv:contains_item("main", "boats:boat") then
|
or not inv:contains_item("main", "boats:boat") then
|
||||||
local leftover = inv:add_item("main", "boats:boat")
|
local leftover = inv:add_item("main", "boats:boat")
|
||||||
-- if no room in inventory add a replacement boat to the world
|
-- if no room in inventory add a replacement boat to the world
|
||||||
@ -168,8 +172,7 @@ function boat.on_step(self, dtime)
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
local velo = self.object:get_velocity()
|
local velo = self.object:get_velocity()
|
||||||
if not self.driver and
|
if self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
|
||||||
self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
|
|
||||||
self.object:set_pos(self.object:get_pos())
|
self.object:set_pos(self.object:get_pos())
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
@ -265,7 +268,8 @@ minetest.register_craftitem("boats:boat", {
|
|||||||
boat:set_yaw(placer:get_look_horizontal())
|
boat:set_yaw(placer:get_look_horizontal())
|
||||||
end
|
end
|
||||||
local player_name = placer and placer:get_player_name() or ""
|
local player_name = placer and placer:get_player_name() or ""
|
||||||
if not minetest.is_creative_enabled(player_name) then
|
if not (creative and creative.is_enabled_for and
|
||||||
|
creative.is_enabled_for(player_name)) then
|
||||||
itemstack:take_item()
|
itemstack:take_item()
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -1,4 +0,0 @@
|
|||||||
# textdomain: boats
|
|
||||||
Boat cruise mode on=La kroza maniero de la boato estas ŝaltita.
|
|
||||||
Boat cruise mode off=La kroza maniero de la boato estas malŝaltita.
|
|
||||||
Boat=Boato
|
|
@ -1,4 +0,0 @@
|
|||||||
# textdomain: boats
|
|
||||||
Boat cruise mode on=クルージングモード・オン
|
|
||||||
Boat cruise mode off=クルージングモード・オフ
|
|
||||||
Boat=ボート
|
|
@ -1,4 +0,0 @@
|
|||||||
# textdomain: boats
|
|
||||||
Boat cruise mode on=.i lo bloti cu zmiku le ka klama
|
|
||||||
Boat cruise mode off=.i lo bloti cu macnu le ka klama
|
|
||||||
Boat=lo bloti
|
|
@ -1,4 +0,0 @@
|
|||||||
# textdomain: boats
|
|
||||||
Boat cruise mode on=Tryb rejsu łodką włączony
|
|
||||||
Boat cruise mode off=Tryb rejsu łodką wyłączony
|
|
||||||
Boat=Łódka
|
|
@ -1,4 +0,0 @@
|
|||||||
# textdomain: boats
|
|
||||||
Boat cruise mode on=Modo de cruseiro do barco ligado
|
|
||||||
Boat cruise mode off=Modo de cruseiro do barco desligado
|
|
||||||
Boat=Barco
|
|
@ -1,4 +0,0 @@
|
|||||||
# textdomain: boats
|
|
||||||
Boat cruise mode on=Cestovný režim loďky je zapnutý
|
|
||||||
Boat cruise mode off=Cestovný režim loďky je vypnutý
|
|
||||||
Boat=Loďka
|
|
@ -1,4 +0,0 @@
|
|||||||
# textdomain: boats
|
|
||||||
Boat cruise mode on=Режим мандрування на човні увімкнено
|
|
||||||
Boat cruise mode off=Режим мандрування на човні вимкнено
|
|
||||||
Boat=Човен
|
|
@ -141,18 +141,8 @@ local function may_replace(pos, player)
|
|||||||
return false
|
return false
|
||||||
end
|
end
|
||||||
|
|
||||||
-- allow replacing air
|
-- allow replacing air and liquids
|
||||||
if node_name == "air" then
|
if node_name == "air" or node_definition.liquidtype ~= "none" then
|
||||||
return true
|
|
||||||
end
|
|
||||||
|
|
||||||
-- don't replace nodes inside protections
|
|
||||||
if minetest.is_protected(pos, player:get_player_name()) then
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
|
|
||||||
-- allow replacing liquids
|
|
||||||
if node_definition.liquidtype ~= "none" then
|
|
||||||
return true
|
return true
|
||||||
end
|
end
|
||||||
|
|
||||||
@ -164,7 +154,8 @@ local function may_replace(pos, player)
|
|||||||
|
|
||||||
-- default to each nodes buildable_to; if a placed block would replace it, why shouldn't bones?
|
-- default to each nodes buildable_to; if a placed block would replace it, why shouldn't bones?
|
||||||
-- flowers being squished by bones are more realistical than a squished stone, too
|
-- flowers being squished by bones are more realistical than a squished stone, too
|
||||||
return node_definition.buildable_to
|
-- exception are of course any protected buildable_to
|
||||||
|
return node_definition.buildable_to and not minetest.is_protected(pos, player:get_player_name())
|
||||||
end
|
end
|
||||||
|
|
||||||
local drop = function(pos, itemstack)
|
local drop = function(pos, itemstack)
|
||||||
@ -191,6 +182,7 @@ local function is_all_empty(player_inv)
|
|||||||
end
|
end
|
||||||
|
|
||||||
minetest.register_on_dieplayer(function(player)
|
minetest.register_on_dieplayer(function(player)
|
||||||
|
|
||||||
local bones_mode = minetest.settings:get("bones_mode") or "bones"
|
local bones_mode = minetest.settings:get("bones_mode") or "bones"
|
||||||
if bones_mode ~= "bones" and bones_mode ~= "drop" and bones_mode ~= "keep" then
|
if bones_mode ~= "bones" and bones_mode ~= "drop" and bones_mode ~= "keep" then
|
||||||
bones_mode = "bones"
|
bones_mode = "bones"
|
||||||
@ -202,7 +194,8 @@ minetest.register_on_dieplayer(function(player)
|
|||||||
local pos_string = minetest.pos_to_string(pos)
|
local pos_string = minetest.pos_to_string(pos)
|
||||||
|
|
||||||
-- return if keep inventory set or in creative mode
|
-- return if keep inventory set or in creative mode
|
||||||
if bones_mode == "keep" or minetest.is_creative_enabled(player_name) then
|
if bones_mode == "keep" or (creative and creative.is_enabled_for
|
||||||
|
and creative.is_enabled_for(player:get_player_name())) then
|
||||||
minetest.log("action", player_name .. " dies at " .. pos_string ..
|
minetest.log("action", player_name .. " dies at " .. pos_string ..
|
||||||
". No bones placed")
|
". No bones placed")
|
||||||
if bones_position_message then
|
if bones_position_message then
|
||||||
|
@ -1,8 +0,0 @@
|
|||||||
# textdomain: bones
|
|
||||||
Bones=Ostoj
|
|
||||||
@1's old bones=La malfreŝaj ostoj de @1
|
|
||||||
@1 died at @2.=@1 mortis ĉe @2
|
|
||||||
@1 died at @2, and dropped their inventory.=@1 mortis ĉe @2, kaj delasis sian stokon.
|
|
||||||
@1 died at @2, and bones were placed.=@1 mortis ĉe @2, kaj ostoj estas demetitaj.
|
|
||||||
@1's fresh bones=La freŝaj ostoj de @1
|
|
||||||
@1's bones=La ostoj de @1
|
|
@ -1,8 +0,0 @@
|
|||||||
# textdomain: bones
|
|
||||||
Bones=骨
|
|
||||||
@1's old bones=@1の古い骨
|
|
||||||
@1 died at @2.=@1は@2で死亡しました。
|
|
||||||
@1 died at @2, and dropped their inventory.=@1は@2で死亡して持ち物を落としました。
|
|
||||||
@1 died at @2, and bones were placed.=@1は@2で死亡して骨が残されました。
|
|
||||||
@1's fresh bones=@1の新鮮な骨
|
|
||||||
@1's bones=@1の骨
|
|
@ -1,8 +0,0 @@
|
|||||||
# textdomain: bones
|
|
||||||
Bones=lo bongu gunma
|
|
||||||
@1's old bones=.i ti tolci'o ke bongu gunma po'a la'o zo'i.@1.zo'i
|
|
||||||
@1 died at @2.=.i la'o zo'i.@1.zo'i pu morsi di'o lo me zoi pos.@2.pos.
|
|
||||||
@1 died at @2, and dropped their inventory.=.i la'o zo'i.@1.zo'i goi ly. pu morsi di'o lo me zoi pos.@2.pos. .ije ly. te farlu lo me le dacti liste po ly.
|
|
||||||
@1 died at @2, and bones were placed.=.i la'o zo'i.@1.zo'i goi ly. pu morsi di'o lo me zoi pos.@2.pos. .ije lo bongu gunma pu se punji
|
|
||||||
@1's fresh bones=.i ti cnino ke bongu gunma po'a la'o zo'i.@1.zo'i
|
|
||||||
@1's bones=.i ti bongu gunma po'a la'o zo'i.@1.zo'i
|
|
@ -1,8 +0,0 @@
|
|||||||
# textdomain: bones
|
|
||||||
Bones=Kości
|
|
||||||
@1's old bones=Stare kości @1
|
|
||||||
@1 died at @2.=@1 umarł w @2.
|
|
||||||
@1 died at @2, and dropped their inventory.=@1 umarł w @2, i upuścił swój ekwipunek.
|
|
||||||
@1 died at @2, and bones were placed.=@1 umarł w @2, kości zostały położone.
|
|
||||||
@1's fresh bones=Świeże kości @1
|
|
||||||
@1's bones=Kości @1
|
|
@ -1,8 +0,0 @@
|
|||||||
# textdomain: bones
|
|
||||||
Bones=Ossos
|
|
||||||
@1's old bones=Ossos antigos de @1
|
|
||||||
@1 died at @2.=@1 morreu em @2.
|
|
||||||
@1 died at @2, and dropped their inventory.=@1 morreu em @2, e seu inventário foi derrubado.
|
|
||||||
@1 died at @2, and bones were placed.=@1 morreu em @2, e os ossos foram colocados.
|
|
||||||
@1's fresh bones=Ossos recentes de @1
|
|
||||||
@1's bones=Ossos de @1
|
|
@ -1,8 +0,0 @@
|
|||||||
# textdomain: bones
|
|
||||||
Bones=Kosti
|
|
||||||
@1's old bones=Staré kosti hráča @1
|
|
||||||
@1 died at @2.=@1 zomrel na pozícií @2.
|
|
||||||
@1 died at @2, and dropped their inventory.=@1 zomrel na pozícií @2 a vysypal svoj inventár.
|
|
||||||
@1 died at @2, and bones were placed.=@1 zomrel na pozícií @2 a ostali po ňom kosti.
|
|
||||||
@1's fresh bones=Čerstvé kosti hráča @1
|
|
||||||
@1's bones=Kosti hráča @1
|
|
@ -1,8 +0,0 @@
|
|||||||
# textdomain: bones
|
|
||||||
Bones=Кістки
|
|
||||||
@1's old bones=старі кістки @1
|
|
||||||
@1 died at @2.=@1 помер в @2.
|
|
||||||
@1 died at @2, and dropped their inventory.=@1 помер в @2, та загубив вміст свого інвентарю.
|
|
||||||
@1 died at @2, and bones were placed.=@1 помер в @2, розміщені кістки.
|
|
||||||
@1's fresh bones=нові кістки @1
|
|
||||||
@1's bones=кістки @1
|
|
@ -2,7 +2,7 @@
|
|||||||
Bones=骨骸
|
Bones=骨骸
|
||||||
@1's old bones=@1的旧骨骸
|
@1's old bones=@1的旧骨骸
|
||||||
@1 died at @2.=@1在@2死亡。
|
@1 died at @2.=@1在@2死亡。
|
||||||
@1 died at @2, and dropped their inventory.=@1在@2死亡,丢掉了所有物品。
|
@1 died at @2, and dropped their inventory.=@1在@2死亡,丢掉了物品栏。
|
||||||
@1 died at @2, and bones were placed.=@1在@2死亡,已放置骨骸。
|
@1 died at @2, and bones were placed.=@1在@2死亡,骨骸被放置。
|
||||||
@1's fresh bones=@1的新鲜骨骸
|
@1's fresh bones=@1的新鲜骨骸
|
||||||
@1's bones=@1的骨骸
|
@1's bones=@1的骨骸
|
||||||
|
Before Width: | Height: | Size: 349 B After Width: | Height: | Size: 740 B |
Before Width: | Height: | Size: 339 B After Width: | Height: | Size: 656 B |
Before Width: | Height: | Size: 341 B After Width: | Height: | Size: 637 B |
Before Width: | Height: | Size: 338 B After Width: | Height: | Size: 700 B |
Before Width: | Height: | Size: 333 B After Width: | Height: | Size: 662 B |
@ -1,5 +0,0 @@
|
|||||||
# textdomain: bucket
|
|
||||||
Empty Bucket=Malplena Sitelo
|
|
||||||
Water Bucket=Sitelo da Akvo
|
|
||||||
River Water Bucket=Sitelo da Rivera Akvo
|
|
||||||
Lava Bucket=Sitelo da Lafo
|
|
@ -1,5 +0,0 @@
|
|||||||
# textdomain: bucket
|
|
||||||
Empty Bucket=空のバケツ
|
|
||||||
Water Bucket=水入りバケツ
|
|
||||||
River Water Bucket=川の水入りバケツ
|
|
||||||
Lava Bucket=溶岩入りバケツ
|
|
@ -1,5 +0,0 @@
|
|||||||
# textdomain: bucket
|
|
||||||
Empty Bucket=lo baktu be no da
|
|
||||||
Water Bucket=lo baktu be lo djacu
|
|
||||||
River Water Bucket=lo baktu be lo rirxe djacu
|
|
||||||
Lava Bucket=lo baktu be lo likro'i
|
|
@ -1,5 +0,0 @@
|
|||||||
# textdomain: bucket
|
|
||||||
Empty Bucket=Puste wiadro
|
|
||||||
Water Bucket=Wiadro z wodą
|
|
||||||
River Water Bucket=Wiadro z rzeczną wodą
|
|
||||||
Lava Bucket=Wiadro z lawą
|
|
@ -1,5 +0,0 @@
|
|||||||
# textdomain: bucket
|
|
||||||
Empty Bucket=Balde Vazio
|
|
||||||
Water Bucket=Balde de Água
|
|
||||||
River Water Bucket=Balde de Água do Rio
|
|
||||||
Lava Bucket=Balde de Lava
|
|
5
mods/bucket/locale/bucket.se.tr
Normal file
@ -0,0 +1,5 @@
|
|||||||
|
# textdomain: bucket
|
||||||
|
Empty Bucket=Tom hink
|
||||||
|
Water Bucket=Vatten hink
|
||||||
|
River Water Bucket=Flodvatten hink
|
||||||
|
Lava Bucket=Lava hink
|
@ -1,5 +0,0 @@
|
|||||||
# textdomain: bucket
|
|
||||||
Empty Bucket=Prázdne vedro
|
|
||||||
Water Bucket=Vedro s vodou
|
|
||||||
River Water Bucket=Vedro s vodou z rieky
|
|
||||||
Lava Bucket=Vedro s lávou
|
|
@ -1,5 +0,0 @@
|
|||||||
# textdomain: bucket
|
|
||||||
Empty Bucket=Tom hink
|
|
||||||
Water Bucket=Vattenhink
|
|
||||||
River Water Bucket=Flodvattenshink
|
|
||||||
Lava Bucket=Lavahink
|
|
@ -1,5 +0,0 @@
|
|||||||
# textdomain: bucket
|
|
||||||
Empty Bucket=Пусте Відро
|
|
||||||
Water Bucket=Відро З Водою
|
|
||||||
River Water Bucket=Відро З Річною Водою
|
|
||||||
Lava Bucket=Відро З Лавою
|
|
@ -62,8 +62,8 @@ for i in ipairs (butter_list) do
|
|||||||
|
|
||||||
minetest.register_node("butterflies:hidden_butterfly_"..name, {
|
minetest.register_node("butterflies:hidden_butterfly_"..name, {
|
||||||
drawtype = "airlike",
|
drawtype = "airlike",
|
||||||
inventory_image = "butterflies_butterfly_"..name..".png^default_invisible_node_overlay.png",
|
inventory_image = "butterflies_butterfly_"..name..".png",
|
||||||
wield_image = "butterflies_butterfly_"..name..".png^default_invisible_node_overlay.png",
|
wield_image = "butterflies_butterfly_"..name..".png",
|
||||||
paramtype = "light",
|
paramtype = "light",
|
||||||
sunlight_propagates = true,
|
sunlight_propagates = true,
|
||||||
walkable = false,
|
walkable = false,
|
||||||
|
@ -1,4 +0,0 @@
|
|||||||
# textdomain: butterflies
|
|
||||||
White Butterfly=Blanka Papilio
|
|
||||||
Red Butterfly=Ruĝa Papilio
|
|
||||||
Violet Butterfly=Violkolora Papilio
|
|
@ -1,4 +0,0 @@
|
|||||||
# textdomain: butterflies
|
|
||||||
White Butterfly=白色の蝶
|
|
||||||
Red Butterfly=赤色の蝶
|
|
||||||
Violet Butterfly=紫色の蝶
|
|
@ -1,4 +0,0 @@
|
|||||||
# textdomain: butterflies
|
|
||||||
White Butterfly=lo blabi toldi
|
|
||||||
Red Butterfly=lo xunre toldi
|
|
||||||
Violet Butterfly=lo zirpu toldi
|
|
@ -1,4 +0,0 @@
|
|||||||
# textdomain: butterflies
|
|
||||||
White Butterfly=Biały motyl
|
|
||||||
Red Butterfly=Czerwony motyl
|
|
||||||
Violet Butterfly=Fioletowy motyl
|
|
@ -1,4 +0,0 @@
|
|||||||
# textdomain: butterflies
|
|
||||||
White Butterfly=
|
|
||||||
Red Butterfly=
|
|
||||||
Violet Butterfly=
|
|
@ -1,4 +0,0 @@
|
|||||||
# textdomain: butterflies
|
|
||||||
White Butterfly=Biely motýlik
|
|
||||||
Red Butterfly=Červený motýlik
|
|
||||||
Violet Butterfly=Fialový motýlik
|
|
@ -1,4 +0,0 @@
|
|||||||
# textdomain: butterflies
|
|
||||||
White Butterfly=Білий Метелик
|
|
||||||
Red Butterfly=Червоний Метелик
|
|
||||||
Violet Butterfly=Фіолетовий Метелик
|
|
@ -29,10 +29,15 @@ function cart_entity:on_rightclick(clicker)
|
|||||||
end
|
end
|
||||||
local player_name = clicker:get_player_name()
|
local player_name = clicker:get_player_name()
|
||||||
if self.driver and player_name == self.driver then
|
if self.driver and player_name == self.driver then
|
||||||
|
self.driver = nil
|
||||||
carts:manage_attachment(clicker, nil)
|
carts:manage_attachment(clicker, nil)
|
||||||
elseif not self.driver then
|
elseif not self.driver then
|
||||||
carts:manage_attachment(clicker, self.object)
|
|
||||||
self.driver = player_name
|
self.driver = player_name
|
||||||
|
carts:manage_attachment(clicker, self.object)
|
||||||
|
|
||||||
|
-- player_api does not update the animation
|
||||||
|
-- when the player is attached, reset to default animation
|
||||||
|
player_api.set_animation(clicker, "stand")
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
@ -46,7 +51,9 @@ function cart_entity:on_activate(staticdata, dtime_s)
|
|||||||
return
|
return
|
||||||
end
|
end
|
||||||
self.railtype = data.railtype
|
self.railtype = data.railtype
|
||||||
self.old_dir = data.old_dir or self.old_dir
|
if data.old_dir then
|
||||||
|
self.old_dir = data.old_dir
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function cart_entity:get_staticdata()
|
function cart_entity:get_staticdata()
|
||||||
@ -59,9 +66,8 @@ end
|
|||||||
-- 0.5.x and later: When the driver leaves
|
-- 0.5.x and later: When the driver leaves
|
||||||
function cart_entity:on_detach_child(child)
|
function cart_entity:on_detach_child(child)
|
||||||
if child and child:get_player_name() == self.driver then
|
if child and child:get_player_name() == self.driver then
|
||||||
-- Clean up eye height
|
|
||||||
carts:manage_attachment(child, nil)
|
|
||||||
self.driver = nil
|
self.driver = nil
|
||||||
|
carts:manage_attachment(child, nil)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
@ -102,7 +108,8 @@ function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities,
|
|||||||
end
|
end
|
||||||
-- Pick up cart
|
-- Pick up cart
|
||||||
local inv = puncher:get_inventory()
|
local inv = puncher:get_inventory()
|
||||||
if not minetest.is_creative_enabled(puncher:get_player_name())
|
if not (creative and creative.is_enabled_for
|
||||||
|
and creative.is_enabled_for(puncher:get_player_name()))
|
||||||
or not inv:contains_item("main", "carts:cart") then
|
or not inv:contains_item("main", "carts:cart") then
|
||||||
local leftover = inv:add_item("main", "carts:cart")
|
local leftover = inv:add_item("main", "carts:cart")
|
||||||
-- If no room in inventory add a replacement cart to the world
|
-- If no room in inventory add a replacement cart to the world
|
||||||
@ -128,8 +135,7 @@ function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities,
|
|||||||
end
|
end
|
||||||
|
|
||||||
local punch_interval = 1
|
local punch_interval = 1
|
||||||
-- Faulty tool registrations may cause the interval to be set to 0 !
|
if tool_capabilities and tool_capabilities.full_punch_interval then
|
||||||
if tool_capabilities and (tool_capabilities.full_punch_interval or 0) > 0 then
|
|
||||||
punch_interval = tool_capabilities.full_punch_interval
|
punch_interval = tool_capabilities.full_punch_interval
|
||||||
end
|
end
|
||||||
time_from_last_punch = math.min(time_from_last_punch or punch_interval, punch_interval)
|
time_from_last_punch = math.min(time_from_last_punch or punch_interval, punch_interval)
|
||||||
@ -190,11 +196,11 @@ local function rail_on_step(self, dtime)
|
|||||||
end
|
end
|
||||||
|
|
||||||
local pos = self.object:get_pos()
|
local pos = self.object:get_pos()
|
||||||
local dir = carts:velocity_to_dir(vel)
|
local cart_dir = carts:velocity_to_dir(vel)
|
||||||
local dir_changed = not vector.equals(dir, self.old_dir)
|
local same_dir = vector.equals(cart_dir, self.old_dir)
|
||||||
local update = {}
|
local update = {}
|
||||||
|
|
||||||
if self.old_pos and not self.punched and not dir_changed then
|
if self.old_pos and not self.punched and same_dir then
|
||||||
local flo_pos = vector.round(pos)
|
local flo_pos = vector.round(pos)
|
||||||
local flo_old = vector.round(self.old_pos)
|
local flo_old = vector.round(self.old_pos)
|
||||||
if vector.equals(flo_pos, flo_old) then
|
if vector.equals(flo_pos, flo_old) then
|
||||||
@ -214,7 +220,7 @@ local function rail_on_step(self, dtime)
|
|||||||
end
|
end
|
||||||
|
|
||||||
local stop_wiggle = false
|
local stop_wiggle = false
|
||||||
if self.old_pos and not dir_changed then
|
if self.old_pos and same_dir then
|
||||||
-- Detection for "skipping" nodes (perhaps use average dtime?)
|
-- Detection for "skipping" nodes (perhaps use average dtime?)
|
||||||
-- It's sophisticated enough to take the acceleration in account
|
-- It's sophisticated enough to take the acceleration in account
|
||||||
local acc = self.object:get_acceleration()
|
local acc = self.object:get_acceleration()
|
||||||
@ -229,7 +235,7 @@ local function rail_on_step(self, dtime)
|
|||||||
-- No rail found: set to the expected position
|
-- No rail found: set to the expected position
|
||||||
pos = new_pos
|
pos = new_pos
|
||||||
update.pos = true
|
update.pos = true
|
||||||
dir = new_dir
|
cart_dir = new_dir
|
||||||
end
|
end
|
||||||
elseif self.old_pos and self.old_dir.y ~= 1 and not self.punched then
|
elseif self.old_pos and self.old_dir.y ~= 1 and not self.punched then
|
||||||
-- Stop wiggle
|
-- Stop wiggle
|
||||||
@ -239,27 +245,21 @@ local function rail_on_step(self, dtime)
|
|||||||
local railparams
|
local railparams
|
||||||
|
|
||||||
-- dir: New moving direction of the cart
|
-- dir: New moving direction of the cart
|
||||||
-- switch_keys: Currently pressed L(1) or R(2) key,
|
-- switch_keys: Currently pressed L/R key, used to ignore the key on the next rail node
|
||||||
-- used to ignore the key on the next rail node
|
local dir, switch_keys = carts:get_rail_direction(
|
||||||
local switch_keys
|
pos, cart_dir, ctrl, self.old_switch, self.railtype
|
||||||
dir, switch_keys = carts:get_rail_direction(
|
|
||||||
pos, dir, ctrl, self.old_switch, self.railtype
|
|
||||||
)
|
)
|
||||||
dir_changed = not vector.equals(dir, self.old_dir)
|
local dir_changed = not vector.equals(dir, self.old_dir)
|
||||||
|
|
||||||
local acc = 0
|
local new_acc = {x=0, y=0, z=0}
|
||||||
if stop_wiggle or vector.equals(dir, {x=0, y=0, z=0}) then
|
if stop_wiggle or vector.equals(dir, {x=0, y=0, z=0}) then
|
||||||
dir = vector.new(self.old_dir)
|
|
||||||
vel = {x = 0, y = 0, z = 0}
|
vel = {x = 0, y = 0, z = 0}
|
||||||
local pos_r = vector.round(pos)
|
local pos_r = vector.round(pos)
|
||||||
if not carts:is_rail(pos_r, self.railtype)
|
if not carts:is_rail(pos_r, self.railtype)
|
||||||
and self.old_pos then
|
and self.old_pos then
|
||||||
pos = self.old_pos
|
pos = self.old_pos
|
||||||
elseif not stop_wiggle then
|
elseif not stop_wiggle then
|
||||||
-- End of rail: Smooth out.
|
|
||||||
pos = pos_r
|
pos = pos_r
|
||||||
dir_changed = false
|
|
||||||
dir.y = 0
|
|
||||||
else
|
else
|
||||||
pos.y = math.floor(pos.y + 0.5)
|
pos.y = math.floor(pos.y + 0.5)
|
||||||
end
|
end
|
||||||
@ -286,7 +286,7 @@ local function rail_on_step(self, dtime)
|
|||||||
end
|
end
|
||||||
|
|
||||||
-- Slow down or speed up..
|
-- Slow down or speed up..
|
||||||
acc = dir.y * -4.0
|
local acc = dir.y * -4.0
|
||||||
|
|
||||||
-- Get rail for corrected position
|
-- Get rail for corrected position
|
||||||
railparams = get_railparams(pos)
|
railparams = get_railparams(pos)
|
||||||
@ -304,22 +304,25 @@ local function rail_on_step(self, dtime)
|
|||||||
acc = acc - 0.4
|
acc = acc - 0.4
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
new_acc = vector.multiply(dir, acc)
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Limit cart speed
|
-- Limits
|
||||||
local vel_len = vector.length(vel)
|
local max_vel = carts.speed_max
|
||||||
if vel_len > carts.speed_max then
|
for _, v in pairs({"x","y","z"}) do
|
||||||
vel = vector.multiply(vel, carts.speed_max / vel_len)
|
if math.abs(vel[v]) > max_vel then
|
||||||
|
vel[v] = carts:get_sign(vel[v]) * max_vel
|
||||||
|
new_acc[v] = 0
|
||||||
update.vel = true
|
update.vel = true
|
||||||
end
|
end
|
||||||
if vel_len >= carts.speed_max and acc > 0 then
|
|
||||||
acc = 0
|
|
||||||
end
|
end
|
||||||
|
|
||||||
self.object:set_acceleration(vector.multiply(dir, acc))
|
self.object:set_acceleration(new_acc)
|
||||||
|
|
||||||
self.old_pos = vector.round(pos)
|
self.old_pos = vector.round(pos)
|
||||||
|
if not vector.equals(dir, {x=0, y=0, z=0}) and not stop_wiggle then
|
||||||
self.old_dir = vector.new(dir)
|
self.old_dir = vector.new(dir)
|
||||||
|
end
|
||||||
self.old_switch = switch_keys
|
self.old_switch = switch_keys
|
||||||
|
|
||||||
if self.punched then
|
if self.punched then
|
||||||
@ -345,11 +348,11 @@ local function rail_on_step(self, dtime)
|
|||||||
end
|
end
|
||||||
|
|
||||||
local yaw = 0
|
local yaw = 0
|
||||||
if dir.x < 0 then
|
if self.old_dir.x < 0 then
|
||||||
yaw = 0.5
|
yaw = 0.5
|
||||||
elseif dir.x > 0 then
|
elseif self.old_dir.x > 0 then
|
||||||
yaw = 1.5
|
yaw = 1.5
|
||||||
elseif dir.z < 0 then
|
elseif self.old_dir.z < 0 then
|
||||||
yaw = 1
|
yaw = 1
|
||||||
end
|
end
|
||||||
self.object:set_yaw(yaw * math.pi)
|
self.object:set_yaw(yaw * math.pi)
|
||||||
@ -387,7 +390,7 @@ minetest.register_entity("carts:cart", cart_entity)
|
|||||||
minetest.register_craftitem("carts:cart", {
|
minetest.register_craftitem("carts:cart", {
|
||||||
description = S("Cart") .. "\n" .. S("(Sneak+Click to pick up)"),
|
description = S("Cart") .. "\n" .. S("(Sneak+Click to pick up)"),
|
||||||
inventory_image = minetest.inventorycube("carts_cart_top.png", "carts_cart_front.png", "carts_cart_side.png"),
|
inventory_image = minetest.inventorycube("carts_cart_top.png", "carts_cart_front.png", "carts_cart_side.png"),
|
||||||
wield_image = "carts_cart_front.png",
|
wield_image = "carts_cart_side.png",
|
||||||
on_place = function(itemstack, placer, pointed_thing)
|
on_place = function(itemstack, placer, pointed_thing)
|
||||||
local under = pointed_thing.under
|
local under = pointed_thing.under
|
||||||
local node = minetest.get_node(under)
|
local node = minetest.get_node(under)
|
||||||
@ -399,7 +402,7 @@ minetest.register_craftitem("carts:cart", {
|
|||||||
pointed_thing) or itemstack
|
pointed_thing) or itemstack
|
||||||
end
|
end
|
||||||
|
|
||||||
if pointed_thing.type ~= "node" then
|
if not pointed_thing.type == "node" then
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
if carts:is_rail(pointed_thing.under) then
|
if carts:is_rail(pointed_thing.under) then
|
||||||
@ -413,7 +416,8 @@ minetest.register_craftitem("carts:cart", {
|
|||||||
minetest.sound_play({name = "default_place_node_metal", gain = 0.5},
|
minetest.sound_play({name = "default_place_node_metal", gain = 0.5},
|
||||||
{pos = pointed_thing.above}, true)
|
{pos = pointed_thing.above}, true)
|
||||||
|
|
||||||
if not minetest.is_creative_enabled(placer:get_player_name()) then
|
if not (creative and creative.is_enabled_for
|
||||||
|
and creative.is_enabled_for(placer:get_player_name())) then
|
||||||
itemstack:take_item()
|
itemstack:take_item()
|
||||||
end
|
end
|
||||||
return itemstack
|
return itemstack
|
||||||
|